This. Not so much that there wasn't a need for understanding real world materials in previous generations, buts it's certainly more crucial now I think. I understand the idea of unifying materials and archiving their values for consistent results and for sake of ease establishing a base, but can we really expect to remove…
@almighty_gir - hey man, thanks for that! Definitely makes things clearer. @Shrike - That's true with the world material knowledge. And to do that WITHOUT some definitive value is guess work after some guidelines. It's pretty unforgiving. PBR texturing but what I hope to achieve with the help of the community as a library…
@Bible hashtag offtopic I dont understand why everyone is talking about learning PBR but nobody is talking about learning materials even tho its the far greater effort. What is fundamentally missing and what was never fully required before is real world material knowledge. At the end it comes down to this. Knowing how PBR…
What it looks like in the engine is the most important bit. If you're previewing in say, Marmoset Toolbag, but the final engine is Unreal 4, you want to make sure that for all of your textures, you're using the same color space. In TB2, you can click on the per-texture options button and enable or disable sRGB. sRGB on…
@Eric - Thanks!! That's neat and will be a good read :) I'll reference those if that's okay. @almighty_gir - Thanks for reading it so in-depthly! I knew the metal absorbing light sounded a little funny but it looked like it was from a reliable source haha. Grain of salt. I altered it to reflect the true nature of metal.…
I never fully understood why people say that with a metalness workflow the specular reflectance has to be hardcoded. For instance, I am working with the PBR Plugin Alloy for Unity which also employs a metalness workflow. It is based on Disney's Principled BRDF. However, you can still assign a monochrome specular map. That…
rube, almighty_gir, thanks for chiming in! Metallic car paint with a clear coat was probably a bad example for what was confusing me. I'm also aware that a material which has something opaque like paint on top of metal is being treated as dieletric. That makes perfect sense. I just didn't know how things would work with…
I wish I was Gir. This is the point however where I ask you to adopt a friendlier tone please. You are entitled to your opinion as much as I am but pontificating without bringing forth evidence does nothing but paint an unpleasant picture of you, which, in this industry, is a luxury no one can afford. Hematite: Galena:…
So I don't have time to do a tutorial, but here is a little write up about my process: So the very first thing I will do even before baking is I bring my High Poly into Marmoset and I prototype my materials. There are a couple of reasons for this. First it allows me to see what the final product might look like and…
Xoliul, EarthQuake, stevston89, thanks for chiming in guys. I just wanted to clarify that I never once was calling on to "Baking Large Scale AO into Specular". Both the PBR shading for artists video to the video the went along with Cerberus call on having no lighting information in your textures as an ideal scenario. There…